Biiiinge Tiiiiimeee
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REVIEW: ROBO RECALL
Despite the fact that this is essentially a wave shooter, with only 9 short-ish maps spread over 3 locations, and with heavily recycled boss battles to cap it off... they still knock every aspect out of the park
Pros:
- Locomotion: The teleport system is particularly fluid, allowing you to dictate your facing position on arrival and allowing for seamless and coherent consta-zipping around the playspace. From vertical leaps to progressing down streets you don't really feel the lack of classic locomotion, and focus instead on the advantages of strategic mobility. (The UI is nicely tailored to help 'front facing' set ups work, but it really comes into its own when you can move freely in 360 degrees).
- Great weapon system: Pulling your chosen weapons from 4 holsters (hips and shoulders) is very satisfying, and then the customisation unlocks allow for plenty of tinkering and tactical shake ups (and also add replayability to the maps). The ability to slot the new additions onto your weapon 'physically' (above) is a cute touch. (And makes up for the lack of physical 'reload' functions, which while cool in other games, would be too much upkeep amongst the anarchic abandon here).
- Physics fun firestorms: You can get pretty playful here. Want to ride out a round purely armed with a robot's arm? You can do that, swatting bullets and bopping fools madly. Grabbing and flinging low moving projectiles, using foes against each other, seeing how many times you can chain-shoot a robot through the air, catching their falling weapon and charging on without a care. These are the core mechanics, which are all gaudily encouraged.
- Consistently fun 'retro future' stylings: As the credits rolled, the future-blimps roiled over the rooftops, and some tongue-in-cheek song called 'Shooty Face' played, I could definitely say they've done a fine job with the presentation overall. My system struggled with the visuals, but ultimately I acclimatised and got pretty embroiled in it. The lurid Robocop-meets-iRobot setting worked well, the audio was all grand playful fair (despite the comedy baddie and 'plot' being exceptionally slight). Little touches like robots bewailing their handles as you hurled them about never really got old.
Cons:
- Short-ish, recycled boss, a bit of a struggle with a 'front facing' set up
Rating: (Based on it being free - If it was a full fat £40 price it'd be a
just due to length).
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PREVIEW: REC ROOM
It's a fricking creche!
The few adults in there tower over the diminutive hoard of youngsters, drawn by the cartoon style, cute upgrade system, and accessible mini games and quests. We try to corral them, but their flitting herd mentalities and gaming acumen dominate all corners of this world. How this many 8-year-olds have access to £400+ kit I have no idea...
Stand Out Quest: Jumbotron
This was an absolute blast, Lazerquest made 'real'
. Yes I had to accept many high-five revives from a 5-year-old, and yes we perished horribly to lurid robot lasers in the end. But everything clicks here, this would be a blast with mates
Teleportation really fits here, zapping from cover to cover, and the giant clunky white blasters all have some great reload actions that really add to the strategic peep-and-pew gaming. Laying down covering fire while others advanced felt great here...
Mini Games: (& the meh of PvP teleportation)
Mainly underwhelmed, although they're obviously proof of concepts for the most part. Might be more fun with a mate in tow. Frisbee golf could be a chilled distraction. The most fleshed-out, but the most disappointing, was
Paintball. Although it was very cool in many ways, with solid map design and great 'blindfire round corners' action, teleportation is much more irritating in a PvP environment. It's on a cool down, making your own movement feel sluggish, but equally opponents zap in unpredictable fashion. The winning strategy was to teleport-mash, never staying still, which was frankly annoying to do, and annoying to play against. Needs some work
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PvP LOCOMOTION MUSINGS:
Possible solutions here might be the 'animated teleport' option that others are trying. Games such as
Sairento (vid) have used the 'leap to location' animation to good effect in PvE, and I've tried something similar in the freebie 'RPG'
The Ranger: Lost Tribe. No motion sickness at all weirdly, and would at least give opponents more chances to hit you and clues as to your actions.
It seems that the upcoming 'FTL meets Borderlands' space-em-up
From Other Suns is going for a 'quick walk animation' that might fit the bill, but weirdly it seems
you go into a third person view for the process. Unfortunately the article suggests it's good for general movement, but falls down in combat.
Hands on description here (vid). I could imagine a faster first person 'rush' option (which blurs peripherals to smooth the experience') could go somewhere though...
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Wallowing in DIRT
Earned my Renault Turbo. Turned off all the visual aids....
Of course I got Greece for my first Rally... Of course the second stage was at night.
Of course you can smash out your headlights... of course you can...
This game is so fine
. Front wheels skating over the abyss when you power slide that corner he told you not to cut. Moonlight peeking between mountain peaks to give you desperate glimpses of detail (when you've foolishly smashed your headlights out). So many classy touches